[QUOTE="Plomdidom"][QUOTE="fireandcloud"][QUOTE="Plomdidom"]The reason why most adventure games wouldn't rank as RPGs is because they're linear. Choices are usually limited to the order in which you complete the actions (kind of like Oblivion actually).fireandcloud
but you can make choices in oblivion - you can choose to steal or not steal, for instance.
But the choices don't really matter in the end. They only affect your inventory.
right, so you agree with me - the character has to impact the world or the world impact the character? but it definitely has a role-playing element; you steal, you're evil; you don't steal, you're good - you play a role and you choose what role to play. your choices just don't mean all that much (and that's just a bad design by bethseda). like i wrote, i think oblivion is an rpg - just a very shallow rpg. at the very least, it can be argued that it's an rpg, just as much as it can be argued that it's not.
I think we agree on the fundamental concepts, it's jut a matter of agreeing on the vocabulary. In Oblivion, you're not evil if you steal, unless you consider that evil yourself. In the gameword, nobody really gives a damn. The concept of choice implies consequences. Therefore Oblivion isn't a RPG. I do agree that there has to be an impact, just it doesn't have to be world-scale. My previous formulation was faulty.
Edit: I realise that some attempts were made in Oblivion to make choices matter, but they're all unrealistic and plain annoying. For example if you steal a sword, even a very standard one with no special characeristics, every shopkeeper in the whole wide world will instantly know it and refuse to buy it. That's just ridiculous. I think most of all the problem is that people don't react as individually defined characters; as said before, they're just robots all made from the same mould.
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